Hey there! I’m looking for a little bit of info from veterans regarding 3D modelling for games.
I’ve been looking for some definitive answers regarding 3D modelling specifically for video games. I’ve done *extensive *research over the past month on the many ways of accomplishing this, but have been met with a million different ways to do the same things. My skills have been improving, but I don’t know what I should be focusing on. I have a few questions for the kind members of the UE4 community that have forayed into this territory before!
First, should I be texturing my models in the 3D software (i.e. Blender) or should I be creating material slots for use in UE4 ? I believe the former allows me to create sculpted detail on the object by baking normal maps, while the latter is more modular and requires less user work (i.e. having to manually define roughness and specularity like I would have to if I was painting textures on the object). Am I even thinking about these correctly?
Second, should I be worried about “polygon clipping”? For example, if I were to place a sphere halfway through the surface of a cube (where they would be clipping), should I painstakingly connect them so they are seamless with no extraneous faces? My current understanding is that this is fine for a high-poly model that is intended for baking to a normal map, but for a low-poly object you will use in the game engine, this is a big no-no. I’ve gone to great effort to ensure my vertices are matched nicely so far.
This third question is conditional based on the first. If I were to do the former option, this would be my workflow:
model low-poly -> model high-poly -> bake high-poly normals on to low-poly -> texture paint -> bake textures to UV -> create rough/spec maps in gimp -> create UE4 material with those maps and apply to imported low-poly object
Is this the correct approach? I got this workflow from watching a few videos on this approach.
Thanks for any information you can give me! Much appreciated!